Session Twenty
General Summary
we enter a very geometric speakeasy that is lit with blue mage flame as jazz plays in the background
the place is pretty empty as we came a bit early
there is a green koblod man behind the bar setting up for the night, he wears large bottle glasses
vaurvan and black fin go to get drinks and Cheyanne and harmony grab a booth near the few other people in here
the bartender tends seems to be some sort of alchemist.
vaurvan asks for 4 wondermaker punches and a bottle of wine
the other students in here are mainly talking about course work
harmony gets wasted
I wish to know what the prophecy means and my ice cube turns metallic copper
harmony wishes her wife was alive and it turns pale yellow; like jasmine
vaurvan asks for a proper conversation with Gita, and it turns pearly white
black fin wishes to be stronger, and it turns inky emerald green and glows
the bar starts to fill up, there are now more then 20 people here.
there is a goblin that comes in from a hidden door carrying a crate, he drops it behind the bar.
Cheyanne convinces Ricky to let her behind the bar, there is so many bottles back there. He tells me that the alcohol just shows up magically.
supposedly this bar has existed for a long time and was recently rediscovered, and the old bartender was a ghost that vacated.
there is magic in the walls, especially in the runes carved on the walls
I open the secret door and it opens into a hallway
I drag harmony in with me and we head down the hall
vaurvan and black fin head over to the fighting ring
vaurvan fights log the enormous
the halls behind the speakeasy are very geometric as well, these hallways seem to go on forever.
it is a maze back here, harmony begins to get overwhelmed by the halls
we find footprints on the floor and begin to follow them.
the etching in the walls are becoming more pronounced or less worn away.
the runes are possibly a bit familiar to harmony, but she can't identify them. There are also hyroglyphs on the walls.
harmony notices an out of place carving. It seems not right. Cheyanne touches it and both girls make a wisdom save.
we are both incapacitated with hideous laughter.
after we recover we notice that any of these runes could trigger a spell.
vaurvan nd black fin find cheyannne and harmony in the halls
we refind the footprint and they lead to a room.
the pattern of the walls becomes more organized here, like bookshelf's for the runes almost.
vaurvan begins to try pulling on the bookshelf's
after a combo of doors, the farthest doors open to another passage
we find a ruined laboratory with subject tanks that have been broken with a crow woman tied down to an exam table
there is a melted artifice machine that seems to be some sort of distiller mixed with some other conductor parts.
the magic static gets worse as I get closer to the machine
the drow woman is insane at the moment
harmonies spells are having odd effects such as glowing veins and a delayed shadow
we give the woman a greater resoration and she passes out but seems okay
she tells us she was working with the harmonic collective but they turned on her and destroyed her lab.
-they created spellslayer wine teas a base ti make a poison to use against spellcasters. It strips powers from spellcasters
the wine that she developed is designed to rob spellcasters of their magic
-students at avail have been developing magical resonance sickness, the wine mimics and advances this sickness.
the magic stays in their system, and then they put the student in the syphon, which drains the magic/ potentia into containment and it can develope into spell stones. The plan was to refine the magic and then have the spell stones used for the harmonic collective
Quest Log
Race for the Rails
- Figure out who's behind the sabotage of the Rusty Rails rail line.
- High Noon Shootout: Survive the Vipers gang attack on Copper Ridge. Completed: Session One.
- Wanted: Dead or Alive: Hunt down Fang, the leader of the Vipers bandit gang. Completed: Session Three.
- The Big Bang: Survive the rockslide triggered by the explosion at The Cut, and save as many townsfolk as possible. Completed: Session Four - WIP.
- Under the Light of the Moon: Investigate the large object discovered at the blast site near the Cut. Completed: Session Five - WIP.
- "H.": Follow up on the lead in Z'Veena about the mysterious "H." who hired the Vipers to disrupt the Rusty Rails construction project. Letter found in Session Three.
The Vipers
- Find out where the money went. Get it back.
- Red Rock Ridge: Clear out the Vipers bandit gang from their hideout/stronghold near Copper Ridge. Completed: Session Three
- As the Crow Flies: Track down "Crow", the mage who sold Sage, the snake with a hundred mage hands to Fang, leader of the Vipers bandit gang. Completed:Session Eleven
- The Mysterious S.V.: Find where the stolen money went by tracking down "S.V.", per a letter from Fang's boot, received in Session Three. S.V. likely captains the Nightscream, a sky-pirate dirigible airship, last seen traveling south along Readmuse Range.
- Sage, the Snake with a Hundred Mage Hands: Track down the snake used in the Copper Ridge heist. Calicrysta Byrch says it is probably seeking its mother - search for a large, darkly iridescent scale similar to the one Crysta used to create Sage. Perhaps in Z'Veena?
Uncovering the Past
- Work with the Trill Society to uncover and identify the mysterious object unearthed by the explosion outside Copper Ridge.
- The Trill Society: Visit the headquarters of the Trill Society, an archaeological guild. Completed: Session Nine Report
- The Vault of Shadows: Locate and explore the Vault of Shadows, returning to the Council of Matrons in Tarana when finished. Completed: Session Fourteen )
- Primordial Remains: Follow up with Field Crew Callithrix after they've had time to excavate the site near Copper Ridge.
A Curious Wreckage:
- Investigate the airship wreckage and learn what happened to the vehicle.
- Dearest Renegade: Investigate the crashed airship, Dear Renegade, its wreckage located outside of Copper Ridge. Completed: Session Two
- Repair the Black Box: Repair the glass orb recovered from the crashed airship. Lew's notes at Rainwood Hall indicate the Lascari twins in Nova Excelsium were the creators of the orb.
The Blinded Seers:
- The Hearth of Zivaria: Travel to and explore the Hearth of Zivaria (Completed Session Fifteen)
- The
Sole Survivors: Stop the cultists from eliminating all of the Ghytan clerics assembled. Escort them to safety.
- A Prophecy Spoken: Decipher the prophecy spoken by the surviving Ghytan clerics.
The Awakening:
- Tracing Leylines: Lilvi mentioned a visiting scholar at The Avail Academy who was discussing the theory of leylines. Perhaps the leylines have something to do with Fexnas' awakening?
To No Avail:
- Back to School: Travel to The Avail Academy to follow up on rumors of missing students. Completed Session Eighteen.
- Skipping Class: Investigate the missing and ill students at The Avail Academy, and notably, locate Arenne Quill, Mellifret's absent wizard.
Other Missions:
- Assorted and unoffiliated missions (for now...)
- Restore Zeb's Memories: Zeb, who runs the Copper Tubs bathhouse in Copper Ridge appears to have serious amnesia.
- Haunting Blueprints: Follow up on the airship tower blueprints found at Lew's workshop at Rainwood Hall, as found in Session Nine Report.
- The Genesis Cube: Escort the Cube to the Pillars of the Aesnii, Viena's shrine in Z'Veena.
- The Continental Tour: Follow up on Sedilia's coded notes which seem to align with the continental tour of Melody Locke & the Symphonia Borealis.